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Warhammer 40k on the D20 System (Reply's, critiques, ideas please)
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Old 26 May 2007, 04:21   #1 (permalink)
Kroot Shaper
 
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Default Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

Hey Guys!!! Me and a friend are taking Warhammer 40k and putting it on the D20 system ;D! Yes I know this has been done before but the two of us are going to put are own spin on it . We may add things that aren't even in the Warhammer Universe just because we think it would be cool !(that will come much later!)
We were just working on it today and got the non level adjustment races done . I don't have what we came up with here right now but I will try to keep you informed on what we are doing.
Your feedback would be appreciated and I will of course bring up what is mentioned on this forum when we get together !
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Old 26 May 2007, 05:40   #2 (permalink)
Shas'O
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

If you want a good frameset for what to include, have a look at Inquisitor. The rulebook is a downloadable PDF at the specialist games site. (Granted, =][= is D100 based, but the basic mechanic is still good.)
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Old 27 May 2007, 10:39   #3 (permalink)
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

I'm also going to suggest that you take a look at Inquisitor. While I've never tried it, it does look awesome. You can find the rulebook avaliable for download here.

Slightly off-topic, but, I've never tried the D20 system (thought about it, though). Is it any good? I've glanced over some of the books and it looks like a blast.

-Grandpa Ducky
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Old 27 May 2007, 17:13   #4 (permalink)
Kroot Shaper
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

Thanks guys I'll definitely take a look at Inquisitor.
To Gran pa Ducky: The D20 system is amazing ;D! I highly recommend you try DnD but I do not recommend D20 Modern. My friend and I took one look at those classes and determined to burn a piece of it !

That brings me to what we have so far. My friend forgot the books/progress yesterday :-\ so we did some brainstorming and came up with some base class outlines :. Now I don't have our stuff here but I haven't posted the races we have so far either so off the top of my head.

Tau
+2 Dex -2Str
+2 attack with Tau ranged weapons
base land speed 40'

Human
bonus feat at 1st level
+4 skill points at 1st level
+1 skill point per level after 1st

Eldar
+2Dex -2Con
Bonus run feat
+2 bonus on hide and move silently checks
low light vision

Dark Eldar
In addition to Eldar
-2 Con
+4 hide and move silently
lose low light vision add darkvision

Orks
+4 Str +4 Con -4 Dex -2 Int, Wis and Cha

As for base classes we have: Solder, Sniper, Scout, Medic, Berserker, Pirate, Pysker.
8) ;D
What do you think?
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Old 27 May 2007, 19:09   #5 (permalink)
Shas'O
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

Hey! I'm in the middle of doing that! > :P

Glad to see some like-minded people though.

I added WS and BS characteristics, because using what basically amounts to reflexes for both shooting and dodging, and using what amounts to brute strength for both your skill in handling a weapon and how much damage you do with it just didn't feel right.

I also added Zoom characteristics to some weapons (bonus attack, in exchange for negative modifiers to Dexterity bonus for Defense.) I don't know how Hit Points are calculated, for the moment its (10 + your Constitution bonus) * your level. Sound about right?
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Old 27 May 2007, 21:09   #6 (permalink)
Shas'El
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

When looking at RPG systems suitable for Warhammer 40K, I have to say that d20 is a rather poor choice.
The best system for 40K I have ever encountered is the G.U.R.P.S. system. 3d6.
It is just fantastic. Easy to use. Verybalanced character creation. Nigh every item, condition, feat and skill is to
be found in the book. And can be customized to any setting with a sleight of the hand. Great rules for bionics ^^

It is very extensive. One does not have to go through the trouble of making up ones own rules, it's
all in the book. Add and remove anything you want. Everything is possible.

I've been playing a campaign in this system for some time now. We started as Whiteshields and through our skills earned us hellguns and carapace armour. We later became "MIA" after we saved an Inquisitor from a pack of plague zombies under a siege. (We became part of his retinue).
Now we are under the cover as "moody hammers" in Necromunda, trying to infiltrate House Orlock.

My experience through this game is that the system is exeptional. You have to actually fight to survive. Sane combat system with DR and AP. A lasbolt is deadly and a Bolter round = game over man! And your condition worsen as you lose health levels.
In d20 you have: I still have 1 hp left, and I'm as strong as I can be! CHAAARGE!
In G.U.R.P.S. you have: 1 HL left! I'm nearly unconcious, oh noes!
It is a lot more realistic.
But if you are really set to use the d20 system, there are a lot of "books" around the web. D20 modern/future could be used.
A lot of info in the Wizards of the Coast forum.

Good luck
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Old 28 May 2007, 03:19   #7 (permalink)
Kroot Shaper
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

Thanks Kingwinter but I think we want to keep with what we're doing . You should see my friends computer it has so many books on it it's not funny !

General thunder good luck on your project, mabe you could post here to so we can steal each others ideas. I like your zoom idea but can't see the WS BS thing. Dexterity is your conection between body and mind, hand eye cordenation, reflex... you get the point and a Strength bonus only applys in CC. Also for your hp question, each class has a hit die and when you advance a level in that class you get a roll on your hit die + your Con modifer. (d4 for spell casters because their frail ect.) Check out the Dnd and D20 modern manuals.
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Old 28 May 2007, 06:26   #8 (permalink)
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

Hey all,

Thie quote is a copy of the post that I made in resoponse to HoS's original query ion added movement in the Eldar Board. More follows the quote block.

Quote:
Originally Posted by Ged
HoS,

I'd love to see the build that you come up with. I've been running a 40k RPG now for almost a year using hybridized BESM d20 with Star Wars Space Combat Rules. The Characters in my Witch Hunters army are all PCs in this ongoing campaign. (The Models that form the Inquisitor's retiinue in my Sig are the lionshare of them!) The build that I use is based on the Elves from D&D, but to keep things concurrent with the campaign I give them the "run" feat to improve their sprint distance (fleet) in exchange for the Elven Sleep immunity, exchange sword/bow proficiency for Sword/Shuriken Weapon, change Elven Blood ability to Eldar Spirit ability (for devices and such that are psychoreactive to the Eldar Psyche), keep +2 Dex/-2 Con, and change Favored Class: Wizard to Favored Class: Psyker; as all eldar paths seem to take on some psychic power. All Eldar citizens also get AGP: Light, in order to use the Mesh armor ubiquitous to all eldar guardians.
I treat warrior paths, pathfinders, and Warlocks as prestige classes; with Guardians being any class, (They are Eldar citizens who are issued firearms), as are Rangers. I first tested their rules in STAR WARS d20 as an alien race that my PCs encountered on the outer RIM. My players enjoyed working with them so much that they prodded me into having their rebel characters plan joint operations with "Craftworld Paragon", and I even had once PC take to using a Scorpion Chain Sword that had been gifted to him by one of Paragon's Exarchs.

WEAPONRY: You can use this as a time saving rule of thumb when translating 40k weapons: (This brings the weapons into line with Star Wars d20, BESM d20, and d20 Modern)

Weapon Stength - 1 = xd8 damage on rifles (Pistols do xd6)
Each 6" of Range = 10' range increment.
Rate of Fire: See Star Wars d20 for ideas, or PM me. Rapid Fire in 40k = Rapid Fire in Star Wars d20. Assault weapons can be fired at point blank w/o drawing an attack of opp. etc.
AP: AP6 = ignore 2DR; AP5 = ignore 4DR; AP4 = ignore 6 DR; AP3 = Ignore 10 DR; AP2 = Ignore 20 DR; AP1 = Ignore 30 DR.

Example: Bolter: Range Increment = 40' Damage = 3d8 Rate of Fire: Rapid Fire (-4/-4 if used as a full attack action) Special: Ignores 4 DR; can use special ammo.

Heres one for Armor:
Armor Save = DR: 6+ = 2DR agp - light; 5+ = 4DR agp - light; 4+ = 6 DR to 8 DR depending on fluff, agp - Med; 3+ = 10 DR agp - Powered/heavy; 2+ = 20 DR agp - powered/heavy
Invul. Save = % miss chance = 10%(7 - Save+). So Crux Terminatus (5+) = 10%(7 - 5+) = 20% miss chance!

Example: Mesh Armor: DR: 4, requires - agp: light!

I hope that you have as much fun as I have been having!
Ged
HoS,

Lets look at that racial Breakdown:
That brings me to what we have so far. My friend forgot the books/progress yesterday so we did some brainstorming and came up with some base class outlines . Now I don't have our stuff here but I haven't posted the races we have so far either so off the top of my head.

Quote:
Tau
+2 Dex -2Str
+2 attack with Tau ranged weapons
base land speed 40'
-I don't know, the specific bonus to "Tau Ranged Weapons" feel strange, especially given the Caste Structure. What if I wanted to play a winged member of the Air caste or get bonuses to Bluff/Diplomacy/Sense Motive as a water caste member? This may require more thought... Also: Base spped of most medium sized folks is 30'/round. Why the increase?

Quote:
Human
bonus feat at 1st level
+4 skill points at 1st level
+1 skill point per level after 1st
-Pretty standard template. I would reccomend connverting halfling ruules for Ratlings, and half-ogre rules for ogryn. (I'll dig around for mine and post them if/when I locate them)

Quote:
Eldar
+2Dex -2Con
Bonus run feat
+2 bonus on hide and move silently checks
low light vision
-I still think that they should automatically be proficient with Shuriken Weapons and Swords as all Eldar Citizens have basic martial training to become guardians.

Quote:
Dark Eldar
In addition to Eldar
-2 Con
+4 hide and move silently
lose low light vision add darkvision
-As above except substitute splinter weapons, and give a racial bonus to Fort Saves vs. Poison. I'd drop the Hide/Move Silently bonus.

Quote:
Orks
+4 Str +4 Con -4 Dex -2 Int, Wis and Cha
-I'm not sure that I would have Orks as a playable race at all. They have a sort of wierd gestalt mind thing going on, and don't play well with other races.

As to INQUISITOR,

You can steal a lot of stuff from Inquisitor with this simple algorythm: the d20 syspem is based on 1 - 20; 100/20 = 5; therfore 1 part of d20 = 5%. If a device has a 25% chand to working: 25/5 = 5. 20 - 5 = DC15. Do you get the idea?
For weapons, it's better to use the algorythm outlined in the first quote box rather than convert the weapons from INQUISITOR.

King Winter,

GURPS is a wonderful system, and accurately conveys the gritty nature of battle and whatnot. I find the system to be most conducive to the realistic play style, while the d20 system is far more conducive to my perfered Cinematic Style. A matter of taste I suppose...

Lord-General Thunder,

Good to meet another aspiring GM!

Ged
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Old 28 May 2007, 23:43   #9 (permalink)
Shas'O
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

A little off-topic, but I'd like to know more about this GURPS system.
Any links/books/info would be appreciated.
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Old 29 May 2007, 01:32   #10 (permalink)
Kroot Shaper
 
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Default Re: Warhammer 40k on the D20 System (Reply's, critiques, ideas please)

Quote:
Originally Posted by Inquisitor Sian Kytonus (Ged)

HoS,

Lets look at that racial Breakdown:
That brings me to what we have so far. My friend forgot the books/progress yesterday so we did some brainstorming and came up with some base class outlines . Now I don't have our stuff here but I haven't posted the races we have so far either so off the top of my head.

Quote:
Tau
+2 Dex -2Str
+2 attack with Tau ranged weapons
base land speed 40'
-I don't know, the specific bonus to "Tau Ranged Weapons" feel strange, especially given the Caste Structure. What if I wanted to play a winged member of the Air caste or get bonuses to Bluff/Diplomacy/Sense Motive as a water caste member? This may require more thought... Also: Base speed of most medium sized folks is 30'/round. Why the increase?

Quote:
Human
bonus feat at 1st level
+4 skill points at 1st level
+1 skill point per level after 1st
-Pretty standard template. I would reccomend converting halfling rules for Ratlings, and half-ogre rules for ogryn. (I'll dig around for mine and post them if/when I locate them)

Quote:
Eldar
+2Dex -2Con
Bonus run feat
+2 bonus on hide and move silently checks
low light vision
-I still think that they should automatically be proficient with Shuriken Weapons and Swords as all Eldar Citizens have basic martial training to become guardians.

Quote:
Dark Eldar
In addition to Eldar
-2 Con
+4 hide and move silently
lose low light vision add darkvision
-As above except substitute splinter weapons, and give a racial bonus to Fort Saves vs. Poison. I'd drop the Hide/Move Silently bonus.

Quote:
Orks
+4 Str +4 Con -4 Dex -2 Int, Wis and Cha
-I'm not sure that I would have Orks as a playable race at all. They have a sort of weird gestalt mind thing going on, and don't play well with other races.
Ged
Thanks Ged! I agree with you on almost everything ;D! My biggest problem is a partner who doesn't really understand the races.

Tau: Agreed on all points. We'll get to the castes later. (Though I didn't know the air caste still had wings ???) As to the movement thing I was waiting for a post like that! My partner has a theory about the hoofed feet making them move faster : : :. The faces pretty much explain what I did after a while. Help would be appreciated and Ged thanks for noticing t hat!

Human: Again agreed. We couldn't think of much else to balance it with so... Rattlings and Ogryns weren't really on my list of things to do but now that I think of it it would be a great idea! (PS I can easily find the rules for those two.)

Eldar: I didn't include any automatic weapon proficiency's simply because we haven't built weapons yet ! And yes that will be included for all races later. I actually liked your config better than what we came up with but such is diplomacy .

Dark Eldar: There always was something that bugged me about the way we did those and yeah I agree again.

Orks: ??? If me agreeing is becoming redundant this is where it ends :'( >! I think you have Orks confused with Tyranids which we did not make a player race for all the reasons you mentioned. Orks do not have a Gestalt conscience they are simply very savage and will join with anyone who helps them get into a fight ;D! I can see an Ork separated from his kind joining with a party can't you? ???

Anyway thanks you've given me quite a bit to think about. (Please help with Tau argument, I've already tried "Feet aren't everything you know" and "Look at the rules")

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